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Started by Anastasia, April 28, 2014, 01:03:06 AM

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Anastasia

Probably outdated due to B2, but worth keeping

Justice in Balmuria is slightly more progressive than in many nations. As an emerging state, law is looser and more fluid than in older empires. It lacks many nooks and crannies, relying on local enforcement. These are meant to be loose and wide fitting, let me know if you see any points that you feel should be addressed that aren't.

Categories:

Execution: Treason, Murder, Grand Theft (Theft over 1000 GP in value or at Lord Salman's direct discretion), Rape, Kidnapping.

Major offenses: (More than 3 years in jail/hard labor): Deadly Assault, Greater Theft(999 GP-200 GP), Smuggling.

Minor offenses: (No more than 3 years in jail/hard labor.): Petty theft below 200 GP, Assault, Obstructing the Guard

Notes:

Execution: This one is obvious. While a crime that can get execution may not get it, it's a very real possibility. In the case of the well off, long sentences or large fines may be substitued.

Treason: This covers spying, betraying your country, giving aid to the enemy in a time of war, ect. Basically it's what it sounds like. Don't do it.

Murder: Killing someone in cold blood without a good reason. Good reasons are self defense or protection of property. The guard killing someone in defense or duty doesn't qualify short of gross abuse.

Grand Theft: This generally covers large thefts and serves as something of a loose catchall. As most magical items of note are more than 1000 GP they fall into this bracket; there is a large amount of discretion used case by case. Note that fraud is generally covered by these. Willful and unlawful destruction of property is considered theft and prosecuted as such, with the gold value determining the category.

Rape: If it can be proven, not good. Don't do it.

Kidnapping: Taking someone and holding them for ransom. If there isn't ransom, this tends to be treated as only a major offense.

Major Offenses: Bad shit but not bad enough to see you hang. Quite.

Deadly Assault: Assault that could've clearly killed someone, or assault that would have short of clerical intervention. It's pretty close to attempted murder in modern times.

Greater Theft: Basically stealing stuff that's worth a lot of money, but not a fortune. This one can see you in jail for a long time depending on whom you stole from.

Smuggling: A loose catchall for smuggling goods into the Baronies/Balmuria. A lot of this connects and works in concert with basic regulations about not sneaking trade goods in. Most of the crimes here tend to be hefty fines levied on sneaky but sloppy merchants.

Petty Theft: Low time stealings. Multiple cases of this can be upgraded to a higher rank of theivery trial. Punishments here range from a day in a stockaide to fines to jail time to restitution.

Assault: Basic fighting - from drunks the guard seperates to pissed off ex friends to what have you. This covers most normal fits fights and hooliganery. Punishment can vary.

Obstructing the Guard: This is a catchall for interfering with offical business. It's superceded by higher ranking laws: Killing a guardsman would be done under murder, with the fact it's a guard being a factor in the punishment, for example. This law is fairly vague to give the guardsmen room to work with. It really boils down to a simple point: Don't be a dick to the guards and don't obstruct justice.

---

Processing:

On arrest, crimials are head for up to a week and taken to a local judge(Or one comes to them, depending on the area). The local guard gives a report and the prisoner has a chance to give his side of it, then judgment is passed. In more important cases, several magistrates or judges can be invovled in a panel - mostly for capital crimes or political matters.

If a criminal can't be processed in a week due to lack of judging, he gets to sit in a cell until the authorities decide to let him go(Minor matters, local issue) or one gets there.

Punishments:

Execution: Pretty damn obvious!

Jail/prison time: You get to sit in a tiny cell, get bathed once a month, get fed half stale food and get to do hard, rough labor like ditch digging, basic washing or crafting, or just breaking stones. Not fun.

Fines: Generally as much as the judge wants to fine you for a crime. Loose caps are generally 200 GP for minor crimes, 2000 for major and the sky's the limit for the big crimes. Fines are assessed in lieu of other punishments at times, if there is proof the prisoner can pay.

Stockaides/restitution/minor labor/military service: All options for lesser crimes.

Coming updates: Magic, laws and YOU.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

RECENT EVENTS TIMELINE

- 5 years ago, 393 DK:

January 9th: The Malmuth Empire withdraws the last of it's troops and declares formal reconigtion of the United Baronies. King Sardian the 9th abdicated and flees south. His young son of 15 years, Balmuth, takes the throne. Janurary 9th becomes Secession Day, a national holiday.

Feburary 27th: Baron/General Lord Rickshaws Salman is proclaimed Archbaron and Lord Protector of the United Baronies on his 33rd birthday. This day becomes known as Foundation Day, another national holiday.

March 2nd: With the news of an official new regime in former settlements, combined with even worse returns in the old iron and metal mines of Central Malmuth, dissent raises considerably in the Empire. The new king does little to curb the situation.

June 6th: As the internal situation has slowly stabilised, the baronies look to internal affairs. Of note, Archbaron Salman turns out to be as wise a ruler as he is a general - he asks each barony for represenatives to advise him, setting his capital at the western city of Selunialuna.

August 12th: A border skirmish on the border of the United Baronies and Malmuth leaves a handful of soldiers on both sides slain. While cooler heads eventually prevail in diplomatic entreties - strengthened by King Balmuth proving to be timid and accepting blame for the affair - the still unstable border situation becomes a considerable issue. The Old City of Balmuria, already seeing new life as a trade town, is now beginning to be seen as a fortress as well on the wild frontier.

November 20th: By decree Old City Balmuria becomes Fortress and Trade City Balmuria. Archbaron Salman travels to the city to personally found a new military academy and garrison. The Lord Salman Academy and the Crimson Guard, respectively.

- 4 years ago:

March: 18th: With internal dissent over a lost war and incompetent rulership, Malmuth teerers on a severe uprising - or would if not for a coup. King Balmuth is 'exiled' (Read: Shallow grave) by his Uncle, Archduke Ferdi. He promises a return to glory, galvanising many dissidents as he goes.

March: 24th: In reaction to the royal coup, Archbaron Salman orders two army divisions to deploy to the border.

April 5th: In a message, King Ferdi pleads for peace and trade, claming his kingdom is on the verge of collapse. He asks for a non aggression agreement and a 420% increase in trade, primarily iron. After a few days of intense deliberation Lord Salman agrees.

April 30th: In an internal review of the treasury, it is noted that the cost of relocating and mobilizing much of the army cost over 25% of the national treasury. The United Baronies, while rich in resources and good land, are still poor and will be poor for years to come due to war debt and such issues. With an only marginally friendly western neighbor - The Desert Fiefdoms, worshippers of the desert pantheon - and the need to defend the capital, the Crimson Guard is expanded. While still short of being worth even a division of soldiers, they have much to do.

September 11th: Iron trade reaches full bloom. Money flows into United Baronies, iron flows out. Debts are slowly worked off.

- 3 years ago:

July 2nd: It's noted that obvious signs of dissent in Malmuth have dropped vastly. However, so has access - the nation has become more introverted, trade the main means of getting in. King Ferdi acts with a steady hand. A very quiet year.

- 1 year ago:

May 30th: A border patrol based out of Balmuria limps back to town, half of six man contingent dead and the other three wounded. They claim it was Malmuthian soldiers, tensions rise.

June 19th: The Empire denies it was them, Lord Salman accepts for now. However, attention fades from this soon, as...

June 29th: Ruins are found deep under the guidance of a priest of Gond, Leyrin. Much excitement surrounds this, but advancement is difficult indeed. It's known that old cities were here in ages past, but...it's a long path down full of dangers and promised wealth. To complicate this, many priests in the United Baronies and Malmuth have visions proclaiming it a potential holy land. For the rest of the year, much attention is on these ruins, even if little of note gets done.

Yet Malmuth stays strangely silent, even as the royal treasures empty out to pay for more and more iron. More traders, more people inside of the city...

December 1st: The Royal Salman Academy releases it's first fully trained class. A small handful of these stand out in particular.

The game begins on January 30th, 398 DK.

Racial information.

Dwarves are known of but very rare. They live deep under the ground, after a struggle with a forgotten race beneath. They have almost no contact with humans, but a rare few are known to peek out and see what is in the world above. A normal human has never seen a dwarf and knows very little about them.

Elves live in a very stereotypical great forest, far away, past the barbaric wildlands that act as a buffer between humanity and elvenkind. They're not as rare as dwarves, though natural xenophobia keeps them on a short leash. Elvencraft is often valued for light arms and armor.

Gnomes do not exist but in legend. Tiny bringers of trouble, serving Hill God Daa-vid. The stories of children are full of them, but it's nothing but bardic lore, right?

Half Elves are rare but exist. They're usually full of angst, rejected by both societies and all that good stuff. In theory, though honestly a majority of this very small race are well enough adjusted. They're just incredibly rare.

Half Orcs aren't known of by most, but anyone that cares to investigate can find that a equavalent exists in the barbaric lands. Related to goblins, orcs, hobgoblins, bugbears and all those humanoid pests?

Halflings do not exist in any known sense in this world.

Aasimar and Tieflings are known of, at least in theory. They're usually respect or feared, respectively.

CHARACTER BACKGROUND AND SITUATION

For the last four years, a small group of gifted, promising students have trained at Lord Salman's Academy. An electic mix of strange souls, gloryhounds, noble soldiers, new born patriots, the poor looking to advance, outsiders looking to blend in and more all have worked hard. Many did not make it under the strict teachings of Sir Hellman Oberuth, a noted war commander.

Known as the Yellow Bear, a famous warrior and wilderness ranger, he is the headmaster of the Academy and leader of the Fortress City's defenses and functions. A virile man in his 30s, he is fair and lawful. He possess 'Grand Striker', a magical blade said to bring death to even the hardiest goblin or other such humanoid from the east.

Regardless a small group has made it and graduated. One group of a few in particular is in the Crimson Guard, working under Sir Hellman directly.

THE CRIMSON GUARD INFORMATION[/b]

Rank: The members here and starting PCs are roughly the rank of a starting officer, a cadet. They can command around guardsman and the like if they need to, though it's not really encouraged for wet behind the ears rookies to command old war veterans unless there is a good reason.

Pay: 15 GP per month, as well as room and board. Any PC can have a small room in the barracks and basic, if not particularly tasty, meals provided. Individual lodgings and food can be procured if a PC wishes to have an independent place to rest, talk to me about monetary details. Basic equipment is also provided if needed - little things like rope, daggers, torches, ect as long as it's for job matters.

Uniform: In town it's expected to wear a red emblem of rank when on official business. This does not extend past the city gates for reasons of stealth.

Duties: Oh, here's where the fun stuff starts?

The members of this part of the Crimson Guard. Within the past few months, the PCs have done the following:

Mundane: Filled in with city guard when several members were hurt in training accident. Helped with gate duty. In other words, occasionally you're still low ranked enough to be used as fill in for emergencies. This isn't something that's common, and you can hope it'll end soon. It's also a sad situation on the manpower needs of the city.

Notable: Escorting traders to the border, doing basic scounting sweeps, scaring off adventuresome humanoids. Nothing too dangerous has happened on these, yet.

Unusual: None, but you do serve at Lord Hellman's discretion! With all the noise about the ruins, the visitors, the traders, and all these things and more, it's likely that you'll have stories to put here soon!

Time Commitment: Realistically, it's 4-5 days a week. It'll vary due to situations/GM's fiat for adventuring. Time off will be procurable if need be, of course.

RELIGIOUS NOTES

The pantheon is from Forgotten Realms. This is imported from the book 'Faiths and Pantheons for 3.5.

The following Gods do not exist, assume the others do:

Eilistrae (Does not fit in to world)
Lolth (Does not fit in)

Past this, assume that all the relevant demi human pantheons exist, though most humans will not even know the names there so this will be largely moot in game, at least for now. Otherwise, assume all the information in that book is accurate if it doesn not reference Toril only events. (Time of Troubles, ect.) Past that, more details will be flushed out in time.

Temples in Balmuria follwed by the name of the temple:

Waukeen, near the city's trading heart. Has a functioning cleric, who makes good money selling basic healing supplies and the like. It's said he'll give you really good deals! Promenade's Rest.

Tempus, a small temple in the garrisons. Has a cleric attached, but young Al-Lamar barely has battle scars on him body yet! Iron Vision.

Helm, a large temple. The diligent watchmen fit in very well to this border town. Has a few clerics, well manned. Vigilance.

The lack of clerics in this world and the effects on magic.

If one gets deep enough in their cups to listen to the bardic songs, they will hear of a time only existing in legend. A time when the Gods were freer with their magic, a time when many were blessed with the sacred gift of white magic. The dead were risen regularly and the world lived in ample gifts. Why did this change?

There are a thousand tales of why. Blasphemy, anger of the gods, humankinds failures, scorn of the race, decay. No one knows for certain, and the Gods never answer that question. They seem to only choose the best to be clerics, those that are shining exemplars of the faith. While most clerical magic is unchanged, one type is known to be restricted.

While it is possible to revive a slain person, only a few magics can. The spell Resurrection, one of the higher circles of priestly magic, can do so. Yet the gods are selective, the spell will only be granted when they choose so. Otherwise, only the powerful or foul arcane arts can stave off death, or the rarest artifacts...

The Gods are not without mercy. Clerics are instructed to be freer with healing magic, so that lives are not needlessly lost. Many good aligned gods dictate that healing comes before payment or worries of such. Just don't try that with Waukeen. Bitch.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Anything after this will be notes or things from other sources.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Hit point damage represents physical trauma to the target. It is not an abstracted value wherein you don't get hurt until the fatal blow. Creatures with more hit points can take injury that would bisect a mere peasant as little more than a flesh wound. This represents the increased endurance and superhuman powers of characters past the first few levels of play. 30 points of damage will reduce a level 1 character to a pile of gibs. This same trauma is little more than a middling injury to a typical 10th level character.

Ergo, hit point recovery is accomplished with recovery. Rest is the mundane way to do so. Note that higher level characters heal damage in a day that a peasant couldn't even survive in the first place. They've gained healing capacity to keep up with the increased toughness they possess. Magical healing generally uses positive energy to accomplish the same thing in an instant. As a character gains levels, it requires more hit point healing to restore all wounds. As higher level healing spells channel more healing and thus more positive energy, it can be inferred that higher level characters literally have a more robust life-force than normal human beings. Succinctly, hit point capacity can be equivocated to the body's ability to hold positive energy. As characters endure trauma and grow stronger, this capacity rises and thus do hit points. As positive energy is the source of all life, it charges the body with a greater ability to survive injury.

Non-living creatures are not alive nor are they undead. While a rock does have some traces of positive energy in it, any hit points it possess are due to the mass and hardness of the stone. Chips and breaks do not heal, as there is no positive energy or life-force to do so. With these, it must be understood that hit points are shorthand to describe this. Unlike undead creatures, non-living materials have no counter-source of not-life to draw from. Further, even when magic repairs these things, no positive energy is involved. The spells Mending and Make Whole are transmutations and do not have the healing subschool. Super-hard materials, such as adamantine, are still relatively fragile compared to higher level characters; this is far moreso if the hardness of a non-living creature can be bypassed or overcome.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia


Letter Set I

Hail, the Pale Prince of Hell, Archdevil of the Undead, Scion of Oblivion, General of the Midnight Hunt, Sire of the Eternal Slavery and Prince of Hell.

As your most humble and unworthy servant, I kneel before your glory to tell you of recent intrigue within Dis. In recent weeks, Duke Titivilus has been seen in the company of a strikingly beautiful elven woman. Her beauty rivals that of the whores that serve the fool of the flesh. Amid their endless toil the slaves of Dispater have whispered of this. All are convinced that she is a woman of considerable standing and power, perhaps the empress of a world spanning empire of mortals or one that has obtained some fragment of true spellcasting potential. The riddle is further deepened by the fact she has refrained from speech and His Iron Grace has not chosen to address her while holding court.

Your groveling servant for all times,

W.

---

Hail, the Pale Prince of Hell, Archdevil of the Undead, Scion of Oblivion, General of the Midnight Hunt, Sire of the Eternal Slavery and Prince of Hell.

As your most humble and unworthy servant, I kneel before your glory to tell you of what my investigations have revealed. First, I am pleased to be the slave that tells you that there is no sign of G's involvement. Further, there is no evidence to suggest the fool of the flesh or the fool of arrogance have any ties to this. As such, I plead and await your ever wise guidance, Prince of Hell.

Your groveling servant for all times,

W.

---

Hail, the Pale Prince of Hell, Archdevil of the Undead, Scion of Oblivion, General of the Midnight Hunt, Sire of the Eternal Slavery and Prince of Hell.

The prescribed visit to the Iron Augurs has revealed nothing. As thus and as thus you surely already know, oh Pale Prince, Lord Dispater desires no harm or inquiries to come to this woman. I await further command.

Your groveling servant for all times,

W.

Prince Lixer.

I regret to inform you that Baron Wylsafir has perished. He ignorantly blundered into a forbidden section of Dis and was executed by the security there. Proper compensation has been credited to your account in Dis. I look forward to meeting your new ambassador.

Forever and for All Time,

His Iron Grace Dispater, Archduke of Dis and Lord of the Second.

Letter Set II

Dearest Brother.

I still await a reply regarding my invitation to tour Malbolge. Surely you can tear yourself away from that dreary work in Negation or Castle Crumbling long enough to visit! The vinyards of Malbolge are quite productive. I'm sure you would find the wine produced in my kingdom pleasing.

In waiting anticipation,

Lord of the Sixth, Princess Glasya.

---

Dearest Brother.

Are you still busy with your endless attempts at necromancy? Come, put down those toys and visit. My layer of Hell is fruitful and abundant, full of kneeling slaves and rich tribute. Surely marveling at such would be a better use of time for a Heir of Hell? Unless perhaps someone has finally caught your eye? Marriage with a proper Duchess could do wonders for your standing within Perdition.

In waiting anticipation,

Lord of the Sixth, Princess Glasya.

---

Dearest Brother.

Still with your horns buried in more magecraft? Come now, it's been far too long. You really must come to Malbolge and tour. Father will be displeased if you tarry much longer. As Lord of the Sixth, it is only proper that you pay me an official visit.

In waiting anticipation,

Lord of the Sixth, Princess Glasya.

Letter Set III

Prince Lixer, Archduke of Undeath.

In response to your inquiry regarding the disposition of the Supreme Legion and other forces involved within the Lifasan Conquest, I must regretfully invoke Rule 18, clause 9 of the Founding Charter of the Dark Eight.

For the eternal victory of Order,

Marshal Dagos.

---

Prince Lixer, Archduke of Undeath.

At the behest of Duke Martinet and His Dread Majesty, I shall answer your inquiry to the best of my abilities. This information is fully classified and must not be disseminated under any circumstances, by order of His Dread Majesty.

Duke Abigor has been convicted of incompetence, dereliction of duty, improper dealings with Chaos, suspicion of Chaotic sympathies and other related treasonous crimes. See Appendix A for a full list of the charges he was convicted of by sealed court. A transcript of the trial is available on request. As he is unaware of his conviction, he is for now allowed to hold his rank until the proper circumstances for his replacement are arraigned. As fitting with the protocols and regulations of the Founding Charter, I have had no more involvement with this aspect of the affair, nor am I aware of whom shall replace Duke Abigor.

I can confirm the presence of the vampire Annalise within Aurora. Further signs of vampires are currently not known, though circumstantial evidence suggests a relationship with Jaela, one of the founding officers of Aurora. She appears to be a half celestial, but if she is in a relationship with the vampire, it is certainly a ruse. A ruse powerful enough to fool the ranks of the deluded weaklings of Good by all reports, which further suggests the involvement of the First, as you suggested.

All signs point to strong contamination towards Chaos by those of Aurora. Several incidents suggest this, including one involving the Queen of Dragons. Please refer to Appendix B for a full list of known Chaotic acts by Aurora. This would follow the information you provided about the First Vampire. Several analysts believe Aurora is closer to pure Chaos than the weakened Chaos of Arborea, though nothing is conclusive at this time.

Enclosed are the files we have regarding the First Vampire. By order of His Dread Majesty, any further information you desire shall be provided on request.

For the eternal victory of Order,

Marshal Dagos.

Letter Set IV

Enclosed is the head of your lapdog arcanaloth. I have taken the liberty of instructing it in the proper forms of respect for its betters, as you have failed miserably to do so. Listen to its words, for there is more knowledge in them than in all your shallow years of being, half breed.

---

Very well, drippings of that glorified treasurer's loins. You have my attention. You had best not waste it.

---

I see you are made of sterner stuff than your sister. The Nadir, when the last eye closes shut. Bring the payment for the souls as well as the death's metal.

---

Prince Lixer.

On consideration, a steady trade of souls and arcana is agreeable. Servants in the Court of the Efreeti Sultan have been instructed to anticipate an approach by your own agents. While at this time brokering the sale of lavawights is not on the table, I am open to revisiting the matter in 90 years.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?